Bio Engineer Archive

Thread: Top 10 Questions for the Devs.

BarneyL
Sun Feb 01, 2004 10:04 am
#40

I won't number as I don't think I have ten


Creature level how/why?


Should it really be harder to make a CL50+ creature with armour resists and huge damage than a CL10 with 2k health (or should non CH pets really just be 500 health things from trash DNA with no real use).


Is it intentional that non CH players can use up to level 15 BE pets?


Is it intentional that sometimes (and only sometimes) a pet with a ranged attack requires a body that has a ranged attack in the wild?


Should the BE critical fail rate be reduced as we have to put our valuable DNA on the line twice to make a pet?


Why is a good level 70 pet only about 5% better than a good level 35 pet?


Can we have a few more bodies, can the colours work on the ones we have and is it intended that bodies have no effect at all on a final pet?


As part of the vision to have more droids in the universe can we expect to see non droid pets nerfed in the near future?


Barney
meroc
Sun Feb 01, 2004 3:37 pm
#41

Tal-N, Only problem I see with asking that is that it's a closed question that may draw only a limited resonse . You'd be better off rewording it so it's open as you'll get more information in a response:


"Bio-engineers would all like more control over the CL ratings for clones and we were told we'dhave this control.Whatis being done to address the lack of CL control? If it's not being addressed, what are the issues that stop that control being given?"





Tal-N wrote:




ill use his 10 for my 10 ?'s also


Get your own f*ckin' questions


Anyway it sounds like alot of people want to ask about the CL ratings so it would be a good idea to phrase a question which allows for an answer to all the aspects within a single question. That ensures we get as much information as possible from these top 10. So how about:


Bio-engineers would all like more control over the CL ratings for clones, can you have the system improved to allow for that soon please?


Then you follow up briefly saying things which would help here is the ability to see the CL rating on the GUI during experimentation and on the final template andthe ability to raise and lower the stats rather than simply being limited to increasing them. Also within that question you're asking if we can have it soon, so a proper reply to that single question would give us a rough timeframe to expect it within as well.











Meroc

Taipan's Pet's and Bio Tissues, Anchorhead, Tatooine 430 -5000, Ahazi
Master Bio Engineer, Master Creature Handler, Part time Pistoleer.
BECalc 2.0, the Clone and Tissue Pricing tool for Bio Engineers
Version 1.x mirrored on SWG Warcry
Talthazar
Sun Feb 01, 2004 11:12 pm
#42

Ok, I've sent in the following list. Not sure when we will get answers, but consider that there are 10 questions for each profession as well as General Star Wars and GCW correspondents.



1) Would it be possible to get the CL listed during the DNA Template stage

sometime in the near future? We see this as a major impediment to control over

our final product given the inconsistencies in CL - we can make two creatures

using dna from the same creature and have the lower stat creature come out

with a higher CL. This makes it hard to shoot for a set CL.

2) When will we get more documentation of the cloning system and if we can't get

it, why? Every other craft able item in the game with experimentation lists

percentages of what stat affects the final product. Even the most basic

documentation is lacking from cloning like aggressiveness of skins, and

minimum CL. The larger percentage of BE's that do not read this boards has no

access to this information.

3) Could we get a definition of what is a valid pet, either the formula used

to determine CL or at the very least an number for the CL reduction BE's are

supposed to get? Given the lack of assurances that the pets we can make now

are going to be valid coupled with the reports that the invalid pet conversion

sometimes refuses to reduce stats to a usable level, we have no way of knowing

if a pet we are making is going to be worthless. Some BE's are afraid to even

make pets because of this.

4) What is going to be done about critical fails for BE's - can we get some

sort of a break as Architects have? The two-step process for creating clones

effectively doubles the critical failure rates over other products, even our

own. Between critical fails on combines destroying dna and experimentation

critical fails, a BE can spend hours sampling DNA and end up with nothing to

show for it. That is not fun at all.

5) When can we expect more clones? We still don't have fliers or snakes even

though we specifically asked for some.

6) We still have a big problem with storage. Would the devs consider

alternative ideas like Blood Samples? Any player could use a crafted device

that gathered a blood sample which could be sold to a BE. The BE could then

get several samples based on the quality of the sample and the BE's skill.

This would not only help with a BE's storage woes, it would increase

interdependence, and alleviate the pseudo-requirement of Maskscent that BE's

wishing to go full crafter feel. Another suggestion is standardizing samples

so that they can be stacked.

7) Why can we not harvest from creatures we have kill though DNA sampling?

Conversely why can we not get even a single sample from a dead creature when

doing so would allow a BE without Maskscent to join a group to gather DNA?

8) Could we get some better labeling of DNA? CL is not listed on the DNA even

though this seems important to BE's. Code exists to rename backpacks and other

resources list more information than we get on the mouse roll-over for DNA.

9) What are your future plans for expanding on the BE profession? Any quests,

new clones, or special drop items like weaponsmiths and armorsmiths get? BE's

don't even get skill tapes for assembly and experimentation like other

crafting classes.

10) Why do AOE attacks not carry through from the dna samples to the clones

when some of these AOE attacks are available on tamable pets(plague strike on

Bull Rancors and Mantigrue screechers for example)? If this is intended, could

we at least get a similar attack in place of the AOE attack instead of wasting

a special slot?




Brutir Llecc'Honep
Master Bio-engineer - Proprietor - Honep Industries - Kauri
Brutir - Master Bio-Engineer - Test Center
SWG Bio-engineer
MissileToad
Mon Feb 02, 2004 12:01 am
#43

Judging from the three professions that got replies to their questions already, I'm not getting my hopes up for any useful information coming our way besides the usual "we'll look into that"...



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

Xorqon
Mon Feb 02, 2004 12:05 am
#44

Can we please get some documentation for the rules governing pet creation and how they are affected by samples/slots/stats? ...something please! I don't mind it being complicated if we could just get a little bit of know-how about it.





Mendel - Master Bio-Genetic Engineer

"Everything that has transpired, has done so according to my design."
- Emperor Palpatine
CaptainKenner
Mon Feb 02, 2004 12:17 am
#45

You forgot to ask about MissleToad's pants!

Great list Thanks Tal



Ruraag
Tribes of Kashyyyk - Radiant
elBogg
Mon Feb 02, 2004 3:56 am
#46

actually, talth, i'm just curious now if you know when you'll be getting an answer to these questions . . .



Terrell el'Bogg
Retired Holo-Whore
MissileToad
Mon Feb 02, 2004 5:21 am
#47

Darn, I was really hoping a question about tissue resources needed vs. tissue demand would be asked...



Octavius - Mad Genius, Forgetter of Pants
Gillespie - A Fish of the Farce

- So long, and thanks for all the fish! -
- Oct and Gill, under TheInsane management -

kchip187
Mon Feb 02, 2004 7:52 am
#48

PLease a CL indicator during Experimenting.


WolfGuy
Mon Feb 02, 2004 9:41 am
#49

Prolly redundant, but here it goes....

1. Would it be possible to get some kind of documentation on the new cloning system, including solid numbers on how experimentation affects stats, which stats influence what physical characteristics and how final CL is determined?

2. Would it be possible to have the name of the original creature displayed in the title of a DNA sample. For example: Male Kaadu High Quality DNA Sample. This would make it much easier to manage DNA and DNA storage.

3. Would it be possible to have the final creature stats displayed on the DNA template after experimentation is complete? This way, if the correct goals are met to fill an order, we can choose the appropriate skin to use with that DNA.

4. Would it be possible to have the CL displayed on the DNA template as we are working/experimenting on it? This would make experiementation and craft-refinement much simpler.

5. Will there be any solution to the DNA storage issue in the future? I understand the problem with database size issues and such, but it would nice to get some feedback on this and I need to have 10 questions, right? It is not uncommon for me to have 5 droids full, as well as my inventory and backpack completely full of DNA. That being said, if give more space, I would probably fill that too, so I understand the restrictions.

6. Are there any Bio Engineer specific skill mods/buffs coming? Having reviewed the upcoming Chef changes and searched high and low, I have never seen anything that will modify our Bio Engineer specific skills such as DNA sampling, assembly or experimentation.

7. What added content is on the horizon for Bio Engineers? With the exception of the upcoming Chef changes, it would be nice to have something to look forward to as a profession, such as maybe quest schematics or new tissues or clone skins.

8. What will Bio Engineers role be in the space expansion?

9. Will the quality of medical subcomponents ever matter for making Pet Vitality Medpacks? Should it quality matter? Currently it doesn't and I was wondering if this is intentional or a bug and if it will ever be addressed.

10. Would it be possible to a break on critical failures on clones in the same fasion as Architects? We face critical failures twice on assemble with clones and it would be nice if we could get the DNA samples and/or the DNA template back if a critical failure occured when assembling a clone.

Thanks for asking for our feedback!




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